Apparel
REASON: Needs reformatting as well as some better design/structural ideas. Could use some more informational content.
INTRO STUFF PLEASE ADD
TYPES AND USES EXPLANATION OF ARMOR VALUES LABELLED EQUIPMENT UI PICTURE
Jumpsuits
Having a jumpsuit is extremely important. Without a jumpsuit you will not have an ID slot, a belt slot, or any pocket slots. The jumpsuit is also useful in identifying your department at a glance, and can be used as part of a disguise.
In addition, (most) jumpsuits have a full suite of sensors that can be toggled and adjusted by right-clicking on it. They can give out data to the bridge including your location, your health, and your mortality. Used by the Chief Medical Officer and other Heads of Staff to locate you in case you go missing.
Depending on how high you set yours, more information will be available to Crew Monitoring Consoles.
- Off: Tells them nothing. You don't even show up on the monitor. Useful if security is looking for you.
- Binary Life Signs: Tells them if you are alive or deceased. The name that shows up on the monitor is the same one on the ID that is being worn. If no ID is worn, you will show up as 'Unknown'.
- Vital Tracker: Tells them what your vital statistics are. Separates damage by Suffocation, Toxin, Burn, and Brute.
- Tracking Beacon: The maximum level. Tells anyone who wants to track you your precise location, including coordinates.
Item | Description |
---|---|
Colored Jumpsuits |
A basic full body suit that comes in a variety of colors. |
Deparmental Jumpsuits File:Department jumpsuit.gif |
A full body suit that is themed to the department it was created for |
Command Jumpsuits File:Command jumpsuit.gif |
A full body suit that was specifically tailored for a command member |
Formal Suit |
formal suits |
Formal Suit |
formal suits |
Hawaiian Wear |
non formal suits |
Victorian Wear |
non formal suits |
Costumes |
costumes |
Pants |
Just a pair of pants, usually a good idea to wear a jacket with this |
Tactical Turtleneck |
Many Syndicate operatives use these, including Nuclear Agents and the SIT. A nice, fit yet suspicious-looking turtleneck. You look like you're ready to roll out. |
Tacticool Turtleneck |
For only the coolest people on station. Has no suit sensors attached to it, for when you're too badass to live. |
Wizard Robe |
This is needed in order for Wizards to reach their full potential. It is an iconic blue magical robe worn by the Space Wizard Federation. Feels soft and magical to the touch. |
External Wear
Exosuits are items that can be worn over your jumpsuit in the Exosuit Slot. Some of them contain additional pockets you can fit small items in.
Item | Description |
---|---|
Suit Jacket |
Looks pretty snazzy and lets people know you mean business. Can hold two items in the suit jacket pockets. |
Lab Coat |
All Scientists and most Medical Doctors start with this. Can hold two items. |
Bio Suit |
The Bio Suit, short for bio-hazardous suit, protects from direct exposure to chemicals and disease. Wearing one increases your immunity and is one more barrier between you and the chemist. |
EVA Suit |
The Extra-Vehicular Activity (EVA) Suit is worn to keep a person alive in the harsh environment of outer space, vacuums, and extreme temperatures. |
Body Armor |
Standard armor for all Security Officers, this vest provides decent protection from blunt-force trauma, as well as ballistic and laser damage. The detective has their own personal armor vest in their closet, which is functionally identical. |
Security Jackets |
Offers less than half the protection of standard security armor, but covers the arms as well as the torso. Looks way cooler than body armor. |
Detective's Coat |
The perfect noir coat for the aspiring private eye, this coat provides surprisingly decent protection. Still not as strong as the standard armor, but stronger than a standard security jacket. |
Riot Suit |
Provides moderate protection against blunt-force trauma and other forms of melee, but otherwise provides little to no protection. |
Ablative Armor |
Provides Substantial protection from lasers and energy damage to the chest, as well as a 40% chance to deflect energy-based projectiles to any area of the body. Provides very mild protection against brute and ballistic damage. |
Bulletproof Vest |
Provides substantial protection from ballistic damage, as well as moderate protection against explosives. Provides mild protection against brute, laser, and energy damage as well. |
SWAT Armor |
Provides moderate protection from all sources of damage, and almost complete protection against bio-hazards. |
Warden's Jacket |
Provides decent protection from brute, bomb, and laser damage, as well as mild protection from energy and ballistic damage. |
Head of Security's Armored Trenchoat |
Provides decent protection from lasers, ballistics, brute damage, and explosives. Provides very mild protection from energy damage. When paired with the corresponding hat and gas mask, gives a +200% bonus to appearance and a -50% reduction to charisma. |
Security Hardsuit |
Provides complete protection against bio-hazards and environmental hazards, such as the void of space and high-pressure environments. Provides moderate protection from radiation, brute, and laser damage, as well as mild protection from ballistics, energy, and explosives. |
Security Biosuit |
Provides complete protection from biohazards, as well as mild-decent protection against all sources of damage. |
Security Bomb Suit |
When paired with the bomb suit helmet, provides complete protection from explosions, as well as decent protection from lasers and brute damage. |
Atmosphere Technician's Hardsuit |
Provides total protection from bio-hazards, fire, and the cold void of space, and substantial protection from acid burns. Offers moderate protection from brute damage and radiation, as well as mild protection against lasers, ballistics, explosives, and energy damage. |
Chief Engineer's Hardsuit |
Offers complete protection from radiation, fire, biohazards, and the cold void of space, as well as near-complete protection from acid. Offers moderate protection from melee and explosives, as well as mild protection from lasers, ballistics, and energy damage. |
Engineer's Hardsuit |
Offers complete protection from biohazards and the black abyss of space, as well as substantial protection from acid and radiation. Provides moderate melee protection and mild protection against lasers, ballistics, explosives, and energy damage. |
Hazard Vest |
Offers pocket slots for tools, flashlights, or internals tanks, as well as mild protection. |
Firesuit |
Provides substantial protection from extreme heat and open flame, especially when paired with the firefighter's helmet. Slows you down substantially. |
Radiation Suit |
Provides complete protection from radioactive contamination when paired with the radiation hood. A must-have for working on the Supermatter Engine. |
Straight Jacket |
Binds the wearer's arms, removing all use of their hands, similar to being handcuffed but without the ability to remove it. Mainly issued to Security and the Psychiatrist. |
Blood-Red Hardsuit |
Provides complete protection from biohazards and the unforgiving black pool of space. Provides moderate protection from all kinds of damage except for energy, which only has mild protection. |
Elite Syndicate Hardsuit |
Provides complete protection from biohazards and the cold embrace of the void. Provides substantial protection against all forms of damage except for energy, which has moderate protection. |
Shielded Syndicate Hardsuit |
Functionally and cosmetically identical to the Blood-Red Hardsuit, but with a shield that can absorb three bullets in a short time. This shield recharges automatically over time, and can hypothetically deflect infinite projectiles. |
Mining Hardsuit |
A hardsuit made for Miners, coming in at the steep price of 2000 mining points and offering additional protection over the standard explorer's suit, as well as the ability to install a jetpack. |
Captain's Carapace and Parade Jacket |
An ornately-crafted armour vest designated for the captain of the station. The vest provides moderate protection from brute damage, bullet wounds, and laser projectiles, as well as minor protection from energy-based attacks and explosives, near-complete protection from acid, and complete fireproofing. The parade jacket, despite being a coat, is functionally identical in terms of protection. |
Reactive Teleport Armour |
Unique and highly advanced armour which teleports the user out of danger when a projectile is fired at them. The armour itself offers no major protection, but is fireproof, acidproof, and indestructable. |
ERT Armour |
An upgraded armour vest worn by ERT members, when the situation is not so urgent that they require their powerful hardsuits. The vest has a moderate increase in energy protection over the standard security armour vest, but has a minor reduction in explosive protection. |
Drake Armour |
A set of primitive armour crafted from the remains of a dead ash drake. The armour provides substantial protection from brute damage, lasers, energy weapons, explosives, radiation, and biohazards, as well as moderate ballistic protection, and complete acid and fire protection. |
Masks
Items you wear on your face. Some of them can be connected to a gas tank for internals.
Item | Description |
---|---|
Gas Mask |
Inside fire safety lockers. Both types can be found in Engineering and Maintenance tunnels. Using it to filter out any contaminations in the air as well as it functions as an internals mask. |
Breath Mask |
Provided to all employees in their O2 kits. Can be worn in conjunction with a air tank to ensure a steady supply of O2. |
Sterile Mask |
Helps prevent the spread of airborne viruses, as well as preventing infections during surgery. |
Muzzle |
Can prevent vampires from biting people, or prevent annoying people from talking. |
Bandana |
These can be worn on your head as well as your face. If worn on your face they can hide your identity. Also looks pretty gangsta. |
Medical Mask |
Used to administer anesthesia during surgery, as the standard breath mask is incompatible. |
Security Gas-Mask |
Functionally identical to the standard gas mask, but allows the user to shout various phrases at fleeing suspects. |
Vox Breath Mask |
Worn by Vox and paired with an internals tank to maintain a steady supply of nitrogen. |
Mime Mask |
Worn by the Mime as part of their act and costume. Can be connected to an internals tank. |
Syndicate Mask |
Worn by Syndicate personnel, concealing their identity and looking pretty badass. Can also be connected to an internals tank. |
Clown Mask |
Worn by the Clown as a mandatory part of their costume, per their SoP. Can be connected to an internals tank. |
SWAT Mask |
Ordered from Cargo via the SWAT gear crate. The Warden and Head of Security start off with their own personalized variants, with a coloured stripe on top. These security variants are like the sec-hailer, but with the addition of extra one-liners. |
Welding Gas Mask |
Functionally identical to the welding mask and goggles, but with the addition of a built-in gas mask. Useful for working in space or low-oxygen environments. |
Headgear
For all your head covering needs.
Item | Description |
---|---|
Space Helmet |
Prevents environmental damage in high and low-pressure environments. |
Welding Helmet |
Protects you from eye damage when welding. |
Plasma Envirosuit Helmet |
Worn exclusively by Plasmamen to protect them from the outside atmosphere, as they will combust in a non-plasma environment. |
Helmet |
Worn almost exclusively by Security to provide decent protection from blunt-force trauma, as well as ballistic and laser damage. |
Bulletproof Helmet |
Stored in the Secure Armory, this helmet is worn by security to provide substantial protection from ballistics and explosives, at the cost of lower protection from other forms of damage. |
Riot Helmet |
Stored in the Secure Armory, this helmet is worn by security to provide substantial protection from blunt-force (brute) trauma, at the expense of almost all protection in every other damage type. This helmet covers the face, and can be used to protect against facehuggers. |
SWAT Helmet |
Ordered from Cargo, this helmet provides moderate protection from all kinds of damage, and almost complete damage reduction from biohazards. |
Security Hats |
Worn by Security, these hats provide the same level of protection as the standard helmet, with a slight addition to brute protection. How Nanotrasen made or obtained a bulletproof hat is unknown. |
Hard-Hat |
Most commonly worn by Engineers, this helmet offers protection to the head and has a built-in flashlight that can be toggled on and off. Generally useful if you don't want to waste inventory space on a flashlight. |
Fire Fighter's Helmet |
Uncommonly worn by the local Atmospheric Technicians, this helmet will offer protection from extreme heat and flames when paired with the firesuit, and has a built-in flashlight. Much like the Hard Hat, it's useful for hands-free flashlight use. |
Radiation Hood |
Guaranteed to be worn by an engineer that knows what they're doing, the radiation hood offers total protection from radioactive contamination when paired with the radiation suit. A must-have for working on the Supermatter Engine |
Atheist's Fedora |
One of the possible forms of the Chaplain's Null Rod, this "weapon" can be worn as a hat, but does 25 damage when thrown at a target. Very inconspicuous weapon. |
Beekeeper's Hat |
Used by the aspiring Botanist and beekeeper, this hat is necessary to protect against bee stings, and must be paired with the beekeeper's suit. |
Shoes
Items you wear on your feet. If you step in blood your shoes will get dirty, leaving noticeable bloody shoeprints.
Gloves
For when you don't wanna leave fingerprints lying around, and to keep your hands warm.
Item | Description |
---|---|
Black Gloves File:BGloves.png |
A standard-issue pair of one-size-fits-all gloves. Prevents the wearer from contaminating evidence with their fingerprints. Also come in finger-less styles. |
Forensics Gloves |
A special pair of Detective's gloves, which prevent the wearer from contaminating evidence with their fingerprints. Detectives are always required to wear this during investigations. Also useful for preventing self-incrimination as a traitor. |
Krav Maga Gloves |
These gloves bestow the wearer martial knowledge in the arts of Krav Maga through the use of advanced cybernetics and nanochips embedded inside them. Issued to the warden, they allow the wearer to trip, lung punch, and throat chop enemy combatants. |
Nitrile Gloves |
Prevent the spread of viruses and bacteria. Vital to prevent infections during surgery. |
Botanist's Gloves |
Botanists start with these. A pair of useful gardener gloves that are suited for handling some plants. |
Boxing Gloves |
Padded boxing gloves that are ready to rumble. Only does stamina damage. |
Captain Gloves |
A pair of one-of-a-kind gloves issued to the Captain. |
Insulated Gloves |
Out of all the gloves people wear, these are some of the most important, due to their rarity and necessity in hacking. |
Belts
Items you can wear on your belt slot for additional storage.
Item | Description |
---|---|
Tool Belt |
Tool belts can hold small items, though they're mostly used for tools as the name would suggest. |
Medical Belt |
Holds various medical items (automendors, medicines, hypospray, etc.) |
Security Belt |
Holds various security items (baton, handcuffs, pepperspray, etc.) |
Janitor's Belt |
Holds janitorial items (space cleaner, light replacer, flyswatter, soap, etc.) |
Alien Belt |
Holds a set of advanced alien tools, which perform better than most standard tools. |
Traitor Belt |
Identical to the standard toolbelt, this toolbelt can hold various small items, including weapons, ammunition, and explosives. Useful for the aspiring Traitor, it can be bought for 2 TC from an uplink. |
Lazarus Belt |
Used almost exclusively by Miners and only obtainable from a mining vendor, this belt holds up to six lazarus capsules, in which a defeated monster can be stored and released as a friendly, sentient companion. |
Belt of Holding |
Produced by Scientists, this belt is much like a standard toolbelt, but it can hold items that are hypothetically too large for it to hold. |
Military Belt |
A belt commonly used by Nuclear Agents, it can hold various grenades, weapons, and ammunition. |
Assault Belt |
Ordered from Cargo alongside SWAT gear, this belt is capable of holding ammunition and some small firearms. |
Eyewear
Item | Description |
---|---|
Prescription Glasses |
Fixes eye damage that are caused by any flashes. You can set your character to need glasses by default in the Disabilities tag. |
MedHUDSunglasses |
Combines Sunglasses and Medical HUD |
Health Scanner HUD |
Seeing a visual overlay of people's health. Also comes in a Night-Vision variant. |
Security HUD |
Seeing ID access/arrest status of other people. Also comes in a Night-Vision variant. |
Sunglasses |
Commonly worn by the Detective and Internal Affairs Agent, these straightforward sunglasses provide protection against otherwise blinding flashes. |
SecHUD Sunglasses |
Combines the function of sunglasses and a security HUD, allowing you to mark and pursue criminals while also providing flash protection. |
Welding Goggles |
Provide eye protection when welding, and can be flipped up when not in use. Functionally identical to the welding helmet, but occupies the eye slot instead of the headgear slot. |
Optical Meson Scanners | Most commonly used by Engineers and Miners, these goggles allow you to see structures through walls. Useful for detecting breaches without entering a breached room, and commonly used to navigate the caves of Lavaland. Comes in a Night-Vision variant. |
SkillsHUD |
Shows the current job of a crewmember (according to the ID they are wearing,) and shows employment records when examining a person. Comes in a sunglasses variant. |
Diagnostic HUD |
Shows the status and integrity of exosuits and robotic personnel. Comes in a Night-Vision variant. |
Hydroponic HUD |
Shows the health and status of plants grown in soil or hydroponics trays. Comes in a Night-Vision variant. |
Science Goggles |
Analyzes items and chemical reagents. Comes in a Night-Vision variant. |
Night Vision Goggles |
Allows the wearer to see in the darkness without the use of a light source. |
T-Ray Scanners |
Allows the wearer to see underfloor objects such as pipes and cables. |
Engineering Scanner Goggles |
Allows the user to switch between meson scanner mode, T-ray scanner mode, and a radiation scanner mode, which allows you to see the radioactive contamination of objects. |
Sunscanners |
Issued exclusively to the Bartender, these sunglasses protect against blinding flashes, and show the exact reagents and their quantities in a container. Useful to see if you mixed a drink properly. |